____ _ _ _ _ _ _ _____ __
/ ___(_)_ _(_) (_)______ _| |_(_) ___ _ __ |_ _\ \ / /
| | | \ \ / / | | |_ / _` | __| |/ _ \| '_ \ | | \ \ / / _____
| |___| |\ V /| | | |/ / (_| | |_| | (_) | | | | | | \ V / |_____|
\____|_| \_/ |_|_|_/___\__,_|\__|_|\___/|_| |_| |___| \_/
__ __ _ _
\ \ / /_ _ _ __| | ___ _ __ __| |___
\ \ /\ / / _` | '__| |/ _ \| '__/ _` / __|
\ V V / (_| | | | | (_) | | | (_| \__ \
\_/\_/ \__,_|_| |_|\___/|_| \__,_|___/
Author: Warfreak
Version: 0.2
Day Started: 18/9/07
------------------------------------------------------------------------------
Table of Contents
[1] Introduction
[1.01] Introduction
[1.02] Version History
[2] New Diplomatic Options
[2.01] Vassal States
[3] The Great General
[3.01] The Great General
[3.02] City Helper
[3.03] A Warlord
[4] New Civilization Stuff
[4.01] New Traits
[4.02] New Civilizations
[4.03] New Leaders
[5] New Special Buildings
[5.01] Unique Buildings
[6] New Unique Units
[6.01] New Unique Units
[7] New Units
[7.01] Trebuchet
[7.02] Trireme
[8] Two New Buildings
[8.01] Stable
[8.02] Monument
[9] New Wonders
[9.01] The Great Wall of China
[9.02] The Temple of Artemis
[9.03] The University of Sankore
[10] Updates from Vanilla
[10.01] Updates
[A] Contact Information
[B] Webmaster Information
[C] Credits
[D] Sites FAQ is on
[E] Copyright
------------------------------------------------------------------------------
[1.01] Introduction
Welcome to my 23rd guide. I'm backtracking to finish the Civ 4 Series as I
have covered the base game as well as Beyond the Sword. I promised that I
would do this so I will. It basically was made worthless because of Beyond
the Sword but I decided to split up the repeated content into here because
that is where the stuff should go.
This game is often neglected because the other expansion pack Beyond the
Sword basically covers most of the content that is established in this game
anyway, which makes the point of owning Warlords purely for a few leaders as
well as the scenarios that are given with the game.
------------------------------------------------------------------------------
[1.02] Version History
Version 0.0 [18/9/07]
Doing the framework for the guide. Framework done, waiting next update to have
some work done. Estimated size, about 30kb at most.
Version 0.1 [20/9/07]
Chapter 2 is complete. Chapter 3 is complete. Chapter 4 done.
Version 0.2 [21/9/07]
Chapter 5 finished. Chapter 6 is complete. Chapter 7 complete. Chapter 8 is
done.
------------------------------------------------------------------------------
[2.01] Vassal States
Vassal States are a new option that is introduced into Warlords. A vassal is
what it is in real life, it is one that has sworn allegiance to another, more
powerful state and provides benefits in return for helping and defending the
vassal State.
What are the benefits of such Vassal States? Well, on one end, vassals will
increase the happiness of the master nation by several points, however, those
points will be deducted from the vassal, making them more unhappy instead due
to the vassal agreement.
Also, the master nation has complete military access to the vassal land, as
well as visibility into their land along with the cities, that is, you can
see what is inside their cities. Your units heal at the same rate in a vassal
state as if they were on your own land and your units can make use of the
vassal's fortifications on their land.
The strongest economic power of the master nation of the vassal is that they
can demand the vassal hand over a resource, even if that is the only one that
the vassal controls. However, like any power, there is a catch to it, and a
costly one at that. The vassal can reject your demands and this will break
the vassal agreement and results in war between the two parties. Normally,
the vassal will lose as the master nation will have far superior forces. This
is the only way war can occur between the two nations as when the master
nation declares war against another nation, the vassal is forced to side with
the master.
However, the master nation will be forced, in all of their cities to pay
extra maintenance for their vassal cities under their control. The more the
vassal controls, the more the master nation will be forced to pay in
maintenance. This can severely hinder the economic growth of the master
state as their is less money to play around with.
There are two types of vassal agreements, peaceful agreements and capitulation
which occurs when there is no peace. Lets go through peaceful agreements
first. Peaceful agreements occurs when a weaker nation askes a stronger nation
if they can become a vassal, letting them force a vassal agreement. The
agreement can be broken after 10 turns by the vassal and the vassal only. When
this agreement is signed, any parties that either of the two signatories are
fighting against, or at war with, drags the other nation into war with that
nation. A nation can become a vassal when they have researched the Feudalism
tech.
Capitulation is a different type of vassalage since it can only occur during
wartime. However, unlike peaceful vassalage, the vassal cannot break the
agreement, even after the ten turns necessary. The only way this can be
broken is when the vassal grows to a point where the landmass controled by
the vassal is half that of the master nation as well as the population of
the vassal which has to be more than half of the master nation. For those
who expand quickly, this spells disaster for the vassal as they cannot escape
a growing nation. The agreement is also cancelled when the vassal loses more
that half of its land since the agreement was signed. Similar to peaceful
vassalage, it forces both nations into wars with those one is fighting
against.
When there are victory conditions, the master nation will get half the land
and population of the vassal added to their total while the vassal will
maintain the other half. Due to the maintenance cost however, this may get
costly than conquering and expanding.
------------------------------------------------------------------------------
[3.01] The Great General
The Great General is another Great Person that joins the ranks of the Great
Scientists and the ilk. Similarly, they are created when there are enough
great person points in a city and they generate, at random or adjusted, to
summon a Great General.
As a Great General, you can order them to join a city to help them or to
join your units as a warlord and a commander to the units. They have the
movement space of two as well as being able to be transported by the
necessary units. Of course, if the transport unit carrying the Great
General around is destroyed, or the General is attack, they are destroyed
for good.
------------------------------------------------------------------------------
[3.02] City Helper
A Great General can join a city, just like other Great People, as a Great
Military Instructor. While he is in this form, he will give an extra 2
experience points to all new units created in the city. This will be a great
boost as it will basically give a free promotion right from the start to all
new units.
However, the Great General can also create a military academy in the city
with the other city ability. With this military academy, it will allow you
to produce military units, requiring only 75% of the production hammers
you would usually need, giving you a discount of 25%. This will be handy if
you will need more troops and fast as this will help every city producing
military units. Combine both effects, if possible with two Great Generals
to ensure that the best of your units is achieved.
------------------------------------------------------------------------------
[3.03] A Warlord
Conversely, you can also make your Great General lead your troops into battle
as a warlord. This can be done by placing your Great General on the unit or
stack of units that you want to attach him to and let him lead the troops as
a warlord. When done, this will split up 20 experience points evenly among
the troops, allowing them to gain promotions which you can assign if any
units are eligble for promotion.
There is another benefit of having a warlord leading into battle. They are
able to gain promotions that they cannot usually gain without a Warlord unit
leading them into battle. They can gain the Combat VI promotion, giving an
extra 25% strength, Medic III which gives your units 15% healing power to
units on their squares or adjacent squares, Tactics which give a 30% chance
to allow the unit to withdraw from battle when losing, Leadership which gives
an extra 50% more experience points from combat and Morale which gives them
one extra movement range. These are all very handy.
The second effect of having a Warlord attached to units is that the unit will
receive free upgrades, that is, upgrading them into a better unit, from
Marines into Mechanised Infantry and such, without costing you any gold as
well as letting them retain all their experience points after the upgrade.
Real handy isn't it?
------------------------------------------------------------------------------
[4.01] New Traits
There are three new traits that are introduced into Warlords. They are the
following.
Charismatic - +1 Happiness in all Cities
+1 Happiness from Monument and Broadcast Towers
Imperialistic - +100% Chance of Great General Born in Cities
+50% Faster Production of Settler Units
Protective - Free Drill I and City Garrison I Promotion to Archery and
Gunpowder Units
Production speed of Walls and Castles are doubled.
There are several old leaders that have some of their traits changed according
due to these new traits.
--==American Empire==--
George Washington
Trait 1 is now Charismatic
--==Chinese Empire==--
Mao Zedong
Trait 2 is now Protective
Qin Shi Huang
Trait 2 is now Protective
--==English Empire==--
Queen Victoria
Trait 2 is now Imperialistic
--==French Empire==--
Napoleon Bonaparte
Trait 1 is now Charismatic
--==Japanese Empire==--
Tokugawa
Trait 2 is now Protective
--==Mongolian Empire==--
Genehis Khan
Trait 2 is now Imperialistic
--==Persian Empire==--
Cyrus
Trait 1 is now Charismatic
Trait 2 is now Imperialistic
--==Roman Empire==--
Julius Caesar
Trait 1 is now Imperialistic
--==Russian Empire==--
Catherine
Trait 2 is now Imperialistic
------------------------------------------------------------------------------
[4.02] New Civilizations
There are 6 new Civilisations that are included in Warlords. I will list down
the nation, their starting technologies, their starting leaders, the
special building and their special unit. With their new leaders, I will list
down their traits and what they do.
--==Carthaginian Empire==--
Starting Technologies - Fishing and Mining
Starting Leader - Hannibal
Trait 1 - Charismatic (+1 Happiness to Cities, +1 Happiness from
Monument and Broadcast Towers)
Trait 2 - Financial (+1 Gold on Plots that give +2 Gold)
Special Unit - Cothon
Special Building - Numiduan Cavalry
--==Celtic Empire==--
Starting Technologies - Hunting and Mysticism
Starting Leader - Brennus
Trait 1 - Charismatic (+1 Happiness to Cities, +1 Happiness from
Monument and Broadcast Towers)
Trait 2 - Spiritual (No Anarchy, Production Speed X2 for
Temples)
Special Unit - Gallic Warrior
Special Building - Dun
--==Korean Empire==--
Starting Technologies - Mysticism and Mining
Starting Leader - Wang Kon
Trait 1 - Financial (+1 Gold on Plots that give +2 Gold)
Trait 2 - Protective (Free Drill I & City Garrison I Promotions,
X2 Production Speed of Castle and Wall)
Special Unit - Hwacha
Special Building - Seowon
--==Ottoman Empire==--
Starting Technologies - Agriculture and The Wheel
Starting Leader - Mehmed II
Trait 1 - Expansive (+3 Health for All Cities, X2 Production
Speed for Granary and Harbour)
Trait 2 - Organised (-50% Civic Upkeep, X2 Productio Speed of
Lighthouse and Courthouse)
Special Unit - Janissary
Special Building - Hammam
--==Viking Empire==--
Starting Technologies - Fishing and Hunting
Starting Leader - Ragnar
Trait 1 - Aggressive (Free Combat I promotion for Melee and
Gunpowder units, X2 Production Speed
for Barracks and Drydock)
Trait 2 - Financial (+1 Gold on Plots that give +2 Gold)
Special Unit - Berserker
Special Building - Trading Post
--==Zulu Empire==--
Starting Technologies - Agriculture and Hunting
Starting Leader - Shaka
Trait 1 - Aggressive (Free Combat I promotion for Melee and
Gunpowder units, X2 Production Speed
for Barracks and Drydock)
Trait 2 - Expansive (+3 Health for All Cities, X2 Production
Speed for Granary and Harbour)
Special Unit - Impi
Special Building - Ikhanda
------------------------------------------------------------------------------
[4.03] New Leaders
There are also 4 new leaders that you can use for 4 different nations, most
you would have heard of, if not all of them. I will list down the empire they
belong two as well as their traits.
--==Winston Churchill==--
Empire = England
Trait 1 = Charismatic (+1 Happiness to Cities, +1 Happiness from Monument
and Broadcast Towers)
Trait 2 = Protective (Free Drill I & City Garrison I Promotions,X2
Production Speed of Castle and Wall)
Famous For = Leading Britain to victory in World War II
--==Ramesses (Ramses) II==--
Empire = Eygpt
Trait 1 = Industrious (+50% Faster Wonder Production, X2 Production Speed
for Forge)
Trait 2 = Spiritual (No Anarchy, Production Speed X2 for Temples)
Famous For = Ruler of Ancient Eygpt for many years and building wonders
--==Augustus Caesar==--
Empire = Rome
Trait 1 = Creative (+2 Culture per City, X2 Production Speed for Theatre
and Coliseum)
Trait 2 = Organised (-50% Civic Upkeep, X2 Productio Speed of Lighthouse
and Courthouse)
Famous For = Leading Rome after the death of Julius Caesar
--Josef Stalin==--
Empire = Russia
Trait 1 = Aggressive (Free Combat I promotion for Melee and Gunpowder
units, X2 Production Speed for Barracks and Drydock)
Trait 2 = Industrious (+50% Faster Wonder Production, X2 Production Speed
for Forge)
Famous For = Leading Russia through World War II and into the Cold War
------------------------------------------------------------------------------
[5.01] Unique Buildings
Unique buildings are special to each and every Civilisation. These buildings
replace one structure that you can build in your city and it will vary from
civilisation to civilisation. They will replace one structure and their
effect will be far more potent than their standard counterparts. Each Civ
will have their own special building.
--==American Empire==--
**Shopping Mall**
Requirements = Refrigeration Tech
Grocer in the City
Replaces = Supermarket
Production Hammers = 150 Hammers
Effects = +10% Wealth from City
+1 Health from Cows, Pigs, Deer and Sheep
+1 Happiness from Hit Musicals, Hit Movies and Hit
Singles
--==Arabian Empire==--
**Madrassa**
Requirements = Writing
Replaces = Library Tech
Production Hammers = 90 Hammers
Effects = +25% Research Output in City
Can turn two Citizens into a Priest
Can turn two Citizens into a Scientist
Required to build University, National Epic and Great
Library
--==Aztec Empire==--
**Sacrificial Altar**
Requirements = Code of Laws
Replaces = Courthouse
Production Hammers = 90 Hammers
Effects = -50% Maintenance cost for City
Half Anger Duration for Sacrificing Population
Required to build Forbidden Palace
--==Carthaginian Empire==--
**Cothon**
Requirements = Compass
Replaces = Harbour
Production Hammers = 100 Hammers
Effects = +1 Trade Routes
+50% Trade Route Yield
+1 Health from Clams, Crabs and Fish
--==Celtic Empire==--
**Dun**
Requirements = Masonry
Replaces = Walls
Production Hammers = 50 Hammers (50% Less with Stone)
Effects = +50% Defensive Bonus (except against Gunpowder units)
Free Guerilla I Promotion to units trained in city
Required to build Castle
--==Chinese Empire==--
**Pavilion**
Requirements = Drama
Replaces = Theatre
Production Hammers = 50 Hammers
Effects = +3 Culture in the City
+25% more Culture in City
+1 Happiness for each 10% Culture Rate
Can turn two Citizens into an Artist
+1 Happiness from Dye
Required to build Globe Theatre
--==Egyptian Empire==--
**Monument**
Requirements = Mysticism
Replaces = Obelisk
Production Hammers = 30 Hammers
Effects = +1 Culture in the City
Can turn two Citizens into a Priest
Obsoleted by Calendar
--==English Empire==--
**Stock Exchange**
Requirements = Banking
Replaces = Bank
Production Hammers = 200 Hammers
Effects = +65% More Wealth in City
Required to build Wall Street
--==French Empire==--
**Salon**
Requirements = Astronomy
Replaces = Observatory
Production Hammers = 150 Hammers
Effects = +25% more Research from City
One free Artist
Can turn one Citizen into a Scientist
Required to build Laboratory
--==German Empire==--
**Assembly Plant**
Requirements = Assembly Line
Replaces = Factory
Production Hammers = 250 Hammers (50% Less with Coal)
Effects = +25% Production in City
+50% Production with Power
Can turn four Citizens into an Engineer
Required to build Coal, Nuclear and Hydro Power Plant
--==Greek Empire==--
**Odeon**
Requirements = Construction
Replaces = Colosseum
Production Hammers = 120 Hammers
Effects = +3 Culture in the City
+1 Happiness for each 20% Culture Rate
Can turn two Citizens into an Artist
+1 Happiness from Hit Singles
--==Incan Empire==--
**Terrace**
Requirements = Pottery
Replaces = Granary
Production Hammers = 60 Hammers
Effects = +2 Culture in the City
Stores 50% food after Population Growth
+1 Health from Corn, Rice and Wheat
--==Indian Empire==--
**Mausoleum**
Requirements = Constitution
Replaces = Jail
Production Hammers = 120 Hammers
Effects = -25% War Weariness
+2 Happiness in City
More likely to generate Great Prophet
--==Japanese Empire==--
**Shale Plant**
Requirements = Assembly Line
Factory in City
Replaces = Coal Plant
Production Hammers = 150 Hammers
Effects = +10 Production
Provides Power (+2 Unhappiness)
--==Korean Empire==--
**Seowon**
Requirements = Education
Library in City
Replaces = University
Production Hammers = 200 Hammers
Effects = +3 Culture in the City
+50% Research
Required to build Oxford University
--==Malinese Empire==--
**Mint**
Requirements = Metal Casting
Replaces = Forge
Production Hammers = 120 Hammers
Effects = +25% Production
+10% Wealth
Can turn one Citizen into an Engineer
+1 Happiness from Gems, Gold and Silver
Required to build Ironworks, Collossus, Eiffle Tower and
Statue of Liberty
+1 Unhealthiness
--==Mongolian Empire==--
**Ger**
Requirements = Horse Resource
Replaces = Stable
Production Hammers = 60 Hammers
Effects = New Mounted Units gain +4 Experience Points
--==Ottoman Empire==--
**Hammam**
Requirements = Mathematics, Masonry
Replaces = Aqueduct
Production Hammers = 100 Hammers
Effects = +2 Happiness
+2 Health
Required to build The Hanging Gardens
--==Russian Empire==--
**Apotechary**
Requirements = Guilds, Currency
Replaces = Grocer
Production Hammers = 150 Hammers
Effects = +25% Wealth
Can turn two Citizens into a Merchant
+1 Health from Bananas, Spices, Sugar and Wine
Required to build Supermarket
--==Roman Empire==--
**Forum**
Requirements = Currency
Replaces = Market
Production Hammers = 150 Hammers
Effects = +25% Gold Output from City
+25% Great Person Birth Rate
Can turn two Citizens into a Merchant
+1 Happiness from Fur, Ivory, Silk and Whale
--==Russian Empire==--
**Research Institute**
Requirements = Computers
Observatory in City
Replaces = Laboratory
Production Hammers = 250 Hammers
Effects = +1 Unhealtiness
+50% Spaceship Production
Two Free Scientists
Can turn one Citizen into a Scientist
--==Spanish Empire==--
**Citadel**
Requirements = Engineering
Walls in City
Replaces = Castle
Production Hammers = 100 Hammers (50% Less with Stone)
Effects = +50% Defensive Bonus (except against Gunpowder Units)
-50% Damage to Defences from Bombardment
+2 Experience Points to new Siege Units
+1 Trade Route until Economics
--==Viking Empire==--
**Trading Post**
Requirements = Sailing
Replaces = Lighthouse
Production Hammers = 60 Hammers
Effects = Free Navigation I Promotion for all new Naval Units
Water Tiles provide +1 Food
Required to build Great Lighthouse
--==Zulu Empire==--
**Ikhanda**
Requirements = None
Replaces = Barracks
Production Hammers = 60 Hammers
Effects = New Units receive +3 Experience Points
-20% Maintenance Cost for City
------------------------------------------------------------------------------
[6.01] New Unique Units
There are 6 new Unique Units with 6 new Civilisations. Like the Unique
Buildings, they are Civ specific.
--==Carthaginian Empire==--
**Numidian Cavalry**
Production Hammers = 50 Hammers
Replaces = Horse Archer
Requirements = Horse Bonus
Horseback Riding
Archery
Strength = 4
Movement = 2
Special Abilities = Immune to First Strikes
+50% Attack Bonus against Melee Units
+30% Withdrawal Chance
Doesn't Receive Defensive Bonuses
--==Celtic Empire==--
**Gallic Warrier**
Production Hammers = 40 Hammers
Replaces = Swordsman
Requirements = Iron Working
Iron Bonus
Strength = 6
Movement = 1
Special Abilities = +10% City Attack
Begins with Guerilla I Promotion automatically
--==Korean Empire==--
**Hwacha**
Production Hammers = 40 Hammers
Replaces = Catapult
Requirements = Construction
Strength = 5
Movement = 1
Special Abilities = 25% to Withdraw from Combat
Cause Collaterial Damage
+50% Attack Bonus against Melee Units
Can Bombard Cities at 15% a Turn
Doesn't Receive Defensive Bonuses
--==Ottoman Empire==--
**Janissary**
Production Hammers = 80 Hammers
Replaces = Musketman
Requirements = Gunpowder
Strength = 9
Movement = 1
Special Abilities = +25% Against Archery Units
+25% Against Melee Units
+25% Against Mounted Units
--==Viking Empire==--
**Berserker**
Production Hammers = 70 Hammers
Replaces = Maceman
Requirements = Copper or Iron
Bronze Working
Strength = 8
Movement = 1
Special Abilities = +50% Against Melee Units
Starts with Amphibious Promotion
+10% City Attack
--==Zulu Empire==--
**Impi**
Production Hammers = 35 Hammers
Replaces = Spearman
Requirements = Hunting
Copper or Iron
Strength = 4
Movement = 2
Special Abilities = +100% Against Mounted Units
Starts with Mobility Promotion
------------------------------------------------------------------------------
[7.01] Trebuchet
Your medieval age era Siege Weapon that you can now use. This Siege Weapon
can come in handy during the Medieval and Renaissance Era.
Production Hammers = 60 Hammers
Requirements = Engineering
Strength = 4
Movement = 1
Special Abilities = 25% Chance to Withdraw from Combat
Causes Collaterial Damage
Receives +100% Strength Bonus against Units in Cities
Can Bombard Cities at 25%
Doesn't Receive Defensive Bonuses
------------------------------------------------------------------------------
[7.02] Trireme
Your early era fighting ship that fights by ramming your opponents. This
holds an edge over the standard Galley.
Production Hammers = 50 Hammers
Requirements = Sailing
Strength = 2
Movement = 2
Special Abilities = +50% Against Galleys
Cannot Enter the Ocean
------------------------------------------------------------------------------
[8.01] Stable
There are two new buildings and the Stable is one of them. Consider it the
barracks for mounted Units. It is available right from the start, making
control of Horses even more vital.
Production Hammers = 60 Hammers
Special Abilities = New Mounted Units Receive +2 Experience Points
------------------------------------------------------------------------------
[8.02] Monument
The Monument replaces the Obelisk building which is given to the Egyptians
as the Unique Building. This is a weaker version of that.
Production Hammers = 30 Hammers
Requirements = Mysticism
Effects = +1 Culture to the City
Obsoleted By = Calendar
------------------------------------------------------------------------------
[9.01] The Great Wall of China
Located In = China
Production Hammers = 250 Hammers (50% Less with Stone)
Requirements = Masonry
Culture Points = +2
Great Person Points = +2
Effects = Prevents Barbarians entering your cultural borders on
your main continent
Doubles the amount of Great General Points from Battle
in Cultural Borders
Obsoleted By = Nothing
This is one that you should strive to get. It provides you security from any
barbarian attacks until you decide to expand your Civ as well as giving you
more opportunities for gaining the Great General who is a massive bonus to
your starting troops.
------------------------------------------------------------------------------
[9.02] The Temple of Artemis
Located In = Ephesus, Turkey
Production Hammers = 400 Hammers (50% Less with Marble)
Requirements = Polytheism
Culture Points = +8
Great Person Points = +2
Effects = +100% Trade Route Yield
1 Free Priest
More Likely to Generate Great Merchant
Obsoleted By = Chemistry
This is useful because it will yield more from Trade Routes and in the
beginning, Gold is a very important commodity as it can help you obtain other
technologies at a fee, one that you can pay.
------------------------------------------------------------------------------
[9.03] The University of Sankore
Located In = Timbuktu, Mali
Production Hammers = 550 Hammers (50% Less with Stone)
Requirements = Paper
Culture Points = +8
Great Person Points = +2
Effects = +2 Research Points from State Religious Buildings
More Likely to Generate Great Scientist
Obsoleted By = Computers
Somewhat useful to you if you have a State Religion, but this isn't exactly
necessary to build, unless you want all the World Wonders in your borders.
------------------------------------------------------------------------------
[10.01] Updates
There are many updates from the base game so I'll do the job of listing them
down.
* Cannot Airlift Units from Foreign Cities
* Cultural Borders expand at 10, 100, 1000, 5000 and 50000
* Marines and SAM Infantry upgrade to Mechanised Infantry
* Gunships move faster along friendly Railway Lines
* Increased Production Cost for Praetorians
* Decreased Production Cost for Jaguars
* Spies now do not have a maintenance cost for each turn
* Quechas start with Combat I Promotions
* Horse Archers -10% Attack against Cities
* Cossacks have 15 Strength, +50% Against Mounted Units
* Chariots +50% Strength Bonus against Axemen, Withdraw Chance reduced to 10%
* Horse Archers have 20% Withdrawal Chance
* Guerilla III Promotion, +25% Attack Bonus into Hills
* Drill II gives 20% Collaterial Damage Protection
* Drill III gives an extra 20% Collaterial Damage Protection
* Drill IV gives another extra 20% Collaterial Damage Protection
* Production Yield from Cutting a Forest is now 20
* When Removing a Forest, the further away the city, the lower the yield
* Horseback Riding is now a Classical Tech
* Mathematics increase Forest Cutting Yields by 50%
* Calendar now centres the World Map, not Astronomy
* Gunpowder is now required for Pinch Promotion
* Kremlin gives -33% Hurry Production Cost
* Cost of SDI Increased
* SDI cannot be built until Manhattan Project is complete
* Wonders continue to generate Great Person Points, even if Obsolete
* West Point Available if you have a Level 6 Unit
* Heroic Epic Available if you have a Level 5 Unit
* Spiral Minaret gives +2 Gold for each State Religion Building in Empire
* Free Trade is Medium Upkeep
* State Property is Low Upkeep
* Herditary Rule is Low Upkeep
* Representation is Medium Upkeep, +2 Happiness in Biggest Cities
* Slavery has no Upkeep
* Emancipation is Low Upkeep
* Nationhood has no Upkeep
* Environmentalism has Medium Upkeep, Available through Medicine Tech
* Free Speech is Low Upkeep
* Castles give +1 Trade Routes until Economics Tech
* City Garrison and City Raider included Defensive bonuses in Forts as well
* Forsts provide Defensive bonuses to your nation or vessal
* Barracks cost 50 Hammers but give 3 Experience Points
* Forests provide +0.5 Health if in City Radius
------------------------------------------------------------------------------
[A] Contact Information
Appears on g,a,m,e,f,a,q,s.c,o,m ALWAYS (remove the commas)
******************************************************************************
Before you E-Mail me, read the guide first. If the answer is not in here, then
E-Mail me. If it is, don't bother as I won't reply.
******************************************************************************
To contact me, e-mail me at
hillsdragon13 [at] hotmail [dot] com
Replace at with @ and dot with .
Don't add me to MSN Messenger List because if I don't know you, I won't accept
you, simple as that.
E-Mail me (and anyone else you want to e-mail) with courtesy and respect as
we are living people like you. Have a title of what you are sending so I know
what is going on. If you try to send attachments, I won't open them so stick
the information in the E-Mail.
Please write in English or anything close to it. It can't understand foreign
languages so please don't give me a page long quite in Mexican or Antarctic
penguin language cause I don't understand.
Don't write in sloppy English. I mean, who the hell would understand "Hwo Od
Yoi Di Tjih Ni Cvilztin Flr?" Don't be too formal, a question is not a freakin
business agreement so don't say "Dear Sir, In accordance to your Walkthrough
to the PC Game, Civ IV, ..." it makes me wonder if I'm talking to a freak
the President of the United States of America or Bill Gates or Donald Trump.
I will credit you if your send me information about this game that is not in
the FAQ. I will also be grateful if you see this FAQ somewhere else other than
Gamefaqs or a site which has my permission. If you do, tell me so I can kick
their ass to Pluto and make them bounce off to the other side of the Universe.
I will not respond to:
* Spam
* Bill Gate's Spam (He gets spam of up to 4 million per day)
* Something not related with this
* Something already covered
* Illegal stuff, like CD-Keys and Pirated Versions
* Technical Problems
Technical Problems will not be answered as they should be sent to Firaxis not
me. I didn't design the game so I shouldn't know what's wrong with it, its
your game not MINE.
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[B] Webmaster Information
ONLY GAMEFAQS WILL HOST THIS FAQ UNTIL OTHERWISE STATED BELOW
GAMESFAQ WILL ALWAYS HAVE THE LATEST VERSIONS, MY FAQ ON OTHER SITES MY BE
OUTDATED
YOU CANNOT HOST THIS DOCUMENT WITHOUT ASKING. SIMPLE AS THAT.
YOU CANNOT MAKE A PROFIT FROM THIS DOCUMENT LIKE SELLING IT.
------------------------------------------------------------------------------
[C] Credits
This section is where you see your name. It will be long. The names are either
Board Names from the Boards or your e-mail so if your name is Bob Rob and
another Bob Rob posted the message, the First Bob Rob will not be credited so
in short, someone around the world who shares the same name as you will not
be credited for your work.
CJayC for hosting this FAQ
Me for writing it
Firaxis Games for developing it
2K Games for distribution
------------------------------------------------------------------------------
[D] Sites FAQ is on
Current FAQ is On
www.gamefaqs.com will always have the latest versions
May be Outdated
www.neoseeker.com will have a version of this FAQ
www.supercheats.com
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[E] Copyright
This game is Copyright 2007 Firaxis Games and 2K Games. All Rights Reserved
This document is copyrighted by US and Canadian and Australian Laws. This FAQ
is for personal use only. This is not to be used for commercial or personal
gain. Websites publishing this guide without permission will face punishment
under the law. All sites except GAMEFAQS are not allow to host this FAQ
without my permission.
This document is protected by the copyright laws that were founded in the
Bernes Copyright Convention in 1968. It states that:
The expression “literary and artistic works” shall include every production
in the literary, scientific and artistic domain, whatever may be the mode or
form of its expression, such as books, pamphlets and other writings; lectures,
addresses, sermons and other works of the same nature; dramatic or
dramatico-musical works; choreographic works and entertainments in dumb show;
musical compositions with or without words; cinematographic works to which
are assimilated works expressed by a process analogous to cinematography;
works of drawing, painting, architecture, sculpture, engraving and
lithography; photographic works to which are assimilated works expressed by a
process analogous to photography; works of applied art; illustrations, maps,
plans, sketches and three-dimensional works relative to geography,
topography, architecture or science.
If you fail to follow the law, you will be indited for fraud and is a criminal
offense and result in a criminal record. You will find it extremely hard to
find a job if you have a criminal record. Do not sell this document or claim
it as your own or you will be punishable under the law. If you wish to know
more about this law as you don't believe that you are breaking copyright,
feel free to do a google search on the Bernes Copyright Convention.
You are not to sell this piece of work, claim it as your own, make any
finanical gain out of this guide, or any other illegal activity. You are
allowed to print this guide out and use it for personal uses but that is the
only thing you can do with this guide.
Please abide with the terms. If not, you will be facing a lawsuit you cannot
win.
This document is copyright 2007. All Rights are made of music.